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Warhammer Online : Age of Reckoning (WAR), not to be confused with the now defunct Warhammer Online, is the translation of the Warhammer universe into the online space by Mythic Entertainment. The Fairfax, VA based developers - who also brought you Dark Age of Camelot - secured the license at E3 2005. The first images then became available in March of 2006.

WAR hopes to launch in 2007 with six playable races, spread over two factions. As the name implies, these factions will wage an all-out PvP war on the game?s servers. Beta is scheduled for the summer of 2006.

Timeline: The game will take place ?out of time? with the Warhammer story. Mythic and GW have worked together to create a new timeperiod called the Age of Reckoning.

Influence: It will be ?heavily-Warhammer?, in the words of Mark Jacobs. They are pulling as much material from the Warhammer world as they can.

Races: Seven, including Orcs, Goblins, Dwarfs, High Elves, Empire Humans, Chaos Humans, and Dark Elves

Realm Alliances: We are unsure at this time on Realm details. Check back later.

Classes: Two archtypes, including Warrior and Adept. Each class will fall under one of those two designations. Class details are unknown, but mentioned in PC Gamer Magazine are Dwarf Thunderers, Orc Shaman, and Human Warriors. Screenshots of what look like Dwarf Trollslayers have been published.
"A Human Warrior may be come a soldier, rifleman, mercenary, knight, and ranger- sometimes mixing and matching facets of each if desired."

PvP: As posted in PC Gamer Magazine:

"As the agents of Order (Dwarfs, High Elves, Empire Humans) battle against the agents of Chaos (Greenskins, Dark Elves, Chaos Humans) each side will be fighting for control of zones in the gameworld. Though all combat and missions (even PvE) will count toward this goal, PvP will influence a decisive to win the most.
PvP will be broken into four types: Skirmishes, Battlefields, Scenarios, and Campaigns. Skirmishes are the simplest- two or more enemies clashing in unstructured combat. Battlefields will have have you fight for control of in-game resources, such as lumber mills and temples. Scenarios are similar to Battlefields, except that these large-scale battles will be instanced and evenly matched by the server (adding bots to balance the sides), an their outcomes will factor the most into which side takes a zone. And finally, Campaigns will be the PvP endgames- a final, humiliating invasion of the losing race?s capital city.
Once (or if) the capital city is taken- which includes the wanton killing of NPC shopkeepers and outright pillaging- the server?s meta-game will respawn in AI reinforcements, drive out the invasion force, and reset the server. But all the loot you grabbed? You get to keep that. (The developers also noted that the losing side would experience negative ramifications that would carry over into the next Campaign, but the exact details haven?t been finalized.)"

Advancement System: "Eschewing character levels altogether, Warhammer Online will be a what-you=see-is-what-you-get world. If an opposing character has a big menacing sword that looks like it might lop your head off, it probably will. And the mark of your personal progress in the game will be shown physically; Orcs, for example, will grow in size and become more musclebound, while Dwarfs? beards will gradually become longer to indicate their venerated status. IN addition, you?ll be able to outfit your character with personal trophies, such as adorning your Orc?s spiked armor with Dwarf skulls, just like you would in real life." - PC Gamer Magazine, April issue

Crafting System: The crafting system will be a functional part of the game intended to benefit the waging of war, with a wide variety of items available to create.

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